More KinematicCharacterController work.

This commit is contained in:
john.mccutchan
2008-07-03 22:27:49 +00:00
parent 65116fd3d3
commit a7f9bb8c8a
6 changed files with 163 additions and 71 deletions

View File

@@ -11,16 +11,18 @@
#include "KinematicCharacterController.h"
/* TODO:
* Handle projecting/slide along surfaces
* Deal with starting in penetration
* Fix jitter
* Interact with dynamic objects
* Ride kinematicly animated platforms properly
* Step climbing
* More realistic (or maybe just a config option) falling
* -> Should integrate falling velocity manually and use that in stepDown()
* Support jumping
* Support ducking
*/
class ClosestNotMeRayResultCallback : public btCollisionWorld::ClosestRayResultCallback
{
public:
ClosestNotMeRayResultCallback (btRigidBody* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
ClosestNotMeRayResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestRayResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
{
m_me = me;
}
@@ -33,13 +35,13 @@ public:
return ClosestRayResultCallback::AddSingleResult (rayResult, normalInWorldSpace);
}
protected:
btRigidBody* m_me;
btCollisionObject* m_me;
};
class ClosestNotMeConvexResultCallback : public btCollisionWorld::ClosestConvexResultCallback
{
public:
ClosestNotMeConvexResultCallback (btRigidBody* me) : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
ClosestNotMeConvexResultCallback (btCollisionObject* me) : btCollisionWorld::ClosestConvexResultCallback(btVector3(0.0, 0.0, 0.0), btVector3(0.0, 0.0, 0.0))
{
m_me = me;
}
@@ -52,7 +54,7 @@ public:
return ClosestConvexResultCallback::AddSingleResult (convexResult, normalInWorldSpace);
}
protected:
btRigidBody* m_me;
btCollisionObject* m_me;
};
/*
@@ -88,7 +90,7 @@ KinematicCharacterController::KinematicCharacterController ()
m_walkVelocity = btScalar(1.1) * 4.0; // 4 km/h -> 1.1 m/s
m_shape = NULL;
m_pairCache = NULL;
m_rigidBody = NULL;
m_collisionObject = NULL;
}
KinematicCharacterController::~KinematicCharacterController ()
@@ -116,19 +118,18 @@ void KinematicCharacterController::setup (btDynamicsWorld* dynamicsWorld, btScal
startTransform.setOrigin (btVector3(0.0, 4.0, 0.0));
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo cInfo(1.0, myMotionState, m_shape);
m_rigidBody = new btRigidBody(cInfo);
m_rigidBody->setCollisionFlags( m_rigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT | btCollisionObject::CF_NO_CONTACT_RESPONSE);
m_rigidBody->setSleepingThresholds (0.0, 0.0);
m_rigidBody->setAngularFactor (0.0);
dynamicsWorld->addRigidBody (m_rigidBody);
m_collisionObject = new btCollisionObject ();
m_collisionObject->setCollisionShape (m_shape);
m_collisionObject->setCollisionFlags (btCollisionObject::CF_KINEMATIC_OBJECT);
dynamicsWorld->addCollisionObject (m_collisionObject);
}
void KinematicCharacterController::destroy (btDynamicsWorld* dynamicsWorld)
{
if (m_rigidBody)
if (m_collisionObject)
{
dynamicsWorld->removeRigidBody (m_rigidBody);
delete m_rigidBody;
dynamicsWorld->removeCollisionObject (m_collisionObject);
delete m_collisionObject;
}
if (m_shape)
@@ -137,23 +138,24 @@ void KinematicCharacterController::destroy (btDynamicsWorld* dynamicsWorld)
}
}
btRigidBody* KinematicCharacterController::getRigidBody ()
btCollisionObject* KinematicCharacterController::getCollisionObject ()
{
return m_rigidBody;
return m_collisionObject;
}
void KinematicCharacterController::recoverFromPenetration (btDynamicsWorld* dynamicsWorld)
bool KinematicCharacterController::recoverFromPenetration (btDynamicsWorld* dynamicsWorld)
{
if (m_pairCache == NULL)
return;
return false;
printf("%d\n", m_pairCache->getNumOverlappingPairs());
bool penetration = false;
dynamicsWorld->getDispatcher()->dispatchAllCollisionPairs (m_pairCache, dynamicsWorld->getDispatchInfo(), dynamicsWorld->getDispatcher());
btManifoldArray manifoldArray;
btScalar maxPen = btScalar(0.0);
for (int i = 0; i < m_pairCache->getNumOverlappingPairs(); i++)
{
printf("%d\n",i);
manifoldArray.clear();
btBroadphasePair* collisionPair = &m_pairCache->getOverlappingPairArray()[i];
@@ -164,19 +166,28 @@ void KinematicCharacterController::recoverFromPenetration (btDynamicsWorld* dyna
for (int j=0;j<manifoldArray.size();j++)
{
btPersistentManifold* manifold = manifoldArray[j];
btScalar directionSign = manifold->getBody0() == m_collisionObject ? btScalar(-1.0) : btScalar(1.0);
for (int p=0;p<manifold->getNumContacts();p++)
{
const btManifoldPoint&pt = manifold->getContactPoint(p);
if (pt.getDistance() < 0.0)
{
printf("penetration %f\n", pt.getDistance());
if (pt.getDistance() < maxPen)
{
maxPen = pt.getDistance();
m_touchingNormal = pt.m_normalWorldOnB * directionSign;
}
m_currentPosition += pt.m_normalWorldOnB * directionSign * pt.getDistance() * btScalar(0.2);
penetration = true;
} else {
printf("touching %f\n", pt.getDistance());
//printf("touching %f\n", pt.getDistance());
}
}
manifold->clearManifold();
}
}
return penetration;
}
void KinematicCharacterController::stepUp (btDynamicsWorld* dynamicsWorld)
@@ -192,7 +203,7 @@ void KinematicCharacterController::stepUp (btDynamicsWorld* dynamicsWorld)
start.setOrigin (m_currentPosition + btVector3(btScalar(0.0), btScalar(0.1), btScalar(0.0)));
end.setOrigin (m_targetPosition);
ClosestNotMeConvexResultCallback callback (m_rigidBody);
ClosestNotMeConvexResultCallback callback (m_collisionObject);
dynamicsWorld->convexSweepTest (m_shape, start, end, callback);
@@ -235,6 +246,7 @@ void KinematicCharacterController::updateTargetPositionBasedOnCollision (const b
void KinematicCharacterController::stepForwardAndStrafe (btDynamicsWorld* dynamicsWorld, const btVector3& walkMove)
{
btVector3 originalDir = walkMove.normalized();
// phase 2: forward and strafe
btTransform start, end;
m_targetPosition = m_currentPosition + walkMove;
@@ -244,12 +256,18 @@ void KinematicCharacterController::stepForwardAndStrafe (btDynamicsWorld* dynami
btScalar fraction = 1.0;
btScalar distance2 = (m_currentPosition-m_targetPosition).length2();
if (m_touchingContact)
{
if (originalDir.dot(m_touchingNormal) > btScalar(0.0))
updateTargetPositionBasedOnCollision (m_touchingNormal);
}
while (fraction > btScalar(0.01))
{
start.setOrigin (m_currentPosition);
end.setOrigin (m_targetPosition);
ClosestNotMeConvexResultCallback callback (m_rigidBody);
ClosestNotMeConvexResultCallback callback (m_collisionObject);
dynamicsWorld->convexSweepTest (m_shape, start, end, callback);
fraction -= callback.m_closestHitFraction;
@@ -257,9 +275,23 @@ void KinematicCharacterController::stepForwardAndStrafe (btDynamicsWorld* dynami
if (callback.HasHit())
{
// we moved only a fraction
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
btScalar hitDistance = (callback.m_hitPointWorld - m_currentPosition).length();
/* If the distance is farther than the collision margin, move */
if (hitDistance > 0.05)
{
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
}
updateTargetPositionBasedOnCollision (callback.m_hitNormalWorld);
distance2 = (m_currentPosition-m_targetPosition).length2();
btVector3 currentDir = m_targetPosition - m_currentPosition;
distance2 = currentDir.length2();
currentDir.normalize();
/* Ageia's C.C. took this test from Quake2: "If velocity is against original velocity, stop ead to avoid tiny oscilations in sloping corners." */
if (currentDir.dot(originalDir) <= btScalar(0.0))
{
break;
}
} else {
// we moved whole way
m_currentPosition = m_targetPosition;
@@ -282,7 +314,7 @@ void KinematicCharacterController::stepDown (btDynamicsWorld* dynamicsWorld, btS
start.setOrigin (m_currentPosition);
end.setOrigin (m_targetPosition);
ClosestNotMeConvexResultCallback callback (m_rigidBody);
ClosestNotMeConvexResultCallback callback (m_collisionObject);
dynamicsWorld->convexSweepTest (m_shape, start, end, callback);
@@ -297,6 +329,18 @@ void KinematicCharacterController::stepDown (btDynamicsWorld* dynamicsWorld, btS
}
}
void KinematicCharacterController::reset ()
{
}
void KinematicCharacterController::warp (const btVector3& origin)
{
btTransform xform;
xform.setIdentity();
xform.setOrigin (origin);
m_collisionObject->setWorldTransform (xform);
}
void KinematicCharacterController::registerPairCache (btOverlappingPairCache* pairCache)
{
m_pairCache = pairCache;
@@ -304,8 +348,20 @@ void KinematicCharacterController::registerPairCache (btOverlappingPairCache* pa
void KinematicCharacterController::preStep (btDynamicsWorld* dynamicsWorld)
{
int numPenetrationLoops = 0;
m_touchingContact = false;
while (recoverFromPenetration (dynamicsWorld))
{
numPenetrationLoops++;
m_touchingContact = true;
if (numPenetrationLoops > 4)
{
printf("character could not recover from penetration = %d\n", numPenetrationLoops);
break;
}
}
btTransform xform;
m_rigidBody->getMotionState()->getWorldTransform (xform);
xform = m_collisionObject->getWorldTransform ();
btVector3 forwardDir = xform.getBasis()[2];
btVector3 upDir = xform.getBasis()[1];
@@ -320,7 +376,8 @@ void KinematicCharacterController::preStep (btDynamicsWorld* dynamicsWorld)
m_currentPosition = xform.getOrigin();
m_targetPosition = m_currentPosition;
recoverFromPenetration (dynamicsWorld);
}
void KinematicCharacterController::playerStep (btDynamicsWorld* dynamicsWorld,
@@ -328,7 +385,8 @@ void KinematicCharacterController::playerStep (btDynamicsWorld* dynamicsWorld,
int forward,
int backward,
int left,
int right)
int right,
int jump)
{
btVector3 walkDirection = btVector3(0.0, 0.0, 0.0);
btScalar walkSpeed = m_walkVelocity * dt;
@@ -346,15 +404,29 @@ void KinematicCharacterController::playerStep (btDynamicsWorld* dynamicsWorld,
walkDirection -= m_forwardDirection;
btTransform xform;
m_rigidBody->getMotionState()->getWorldTransform (xform);
xform = m_collisionObject->getWorldTransform ();
stepUp (dynamicsWorld);
stepForwardAndStrafe (dynamicsWorld, walkDirection * walkSpeed);
stepDown (dynamicsWorld, dt);
xform.setOrigin (m_currentPosition);
m_rigidBody->getMotionState()->setWorldTransform (xform);
m_rigidBody->setCenterOfMassTransform (xform);
m_collisionObject->setWorldTransform (xform);
}
void KinematicCharacterController::setFallSpeed (btScalar fallSpeed)
{
m_fallSpeed = fallSpeed;
}
void KinematicCharacterController::setJumpSpeed (btScalar jumpSpeed)
{
m_jumpSpeed = jumpSpeed;
}
void KinematicCharacterController::setMaxJumpHeight (btScalar maxJumpHeight)
{
m_maxJumpHeight = maxJumpHeight;
}
bool KinematicCharacterController::canJump () const